Work In Progress
CG's Gel Puzzles BETA 2! now in .zip format
Special thanks to bsj0 and Dilbao for testing the previous version and sending comments and replays. Now all I need is a TITLE: I'm open to sugestions! I think i've fixed all the gameplay cheats and a few bugs, so I challenge you to find cheat solutions to these chambers. -many performance fixes including converting hidden surfaces to nodraw, turning off all the gel particles in previous areas after you go through the door to the next, many occluder brushes, and a bit of a change to area2 after you complete the final part. -changed area 3 so there are a lot less ways to cheat... added sprinklers =) Keep in mind I STILL HAVEN'T FINISHED THE TRANSITION SEQUENCE BETWEEN 2 AND 3! Just imagine that after you hit that button by the door, Wheately says some stuff to you, then the test chamber directly above you starts moving across, then it moves down into position where you see the door and those yellow panels and the landing with the numbers (that landing with the numbers will be replaced with a catwalk... around where 4 is) Like I said, all the gameplay elements are there, everything SHOULD work (although you may need to rebuild cubemaps) so see if you can find unintended solutions. I'm going to post a demo with he "correct" solutions soon link to thread for beta 1: post42625.html#p42625
Detachable Camera Prefab
A simple detachable camera prefab I was sick and tired of having to make cameras detachable one by one, so i made a prefab. Just unzip to your prefabs folder
[WIP SP] Basic Puzzles
First off, this is my first map. Now, before you click away, I assure you that this map is unlike almost every other first map. I put actual time and effort into making Basic Puzzles play well and look good. There are no gigarooms or terribly aligned textures. This map has rooms that fit the puzzles, great texturing, autosaves, and more. The goal of Basic Puzzles is for me to learn the ins and outs of Hammer. Every testing element will be used at least once. So far I have used: Flinging Light bridges Excursion Funnels Thermal Discouragment Beams At the moment, there is no exit elevator. This is because I will soon be adding more chambers, so it's pointless for me to make a new elevator after every update. Once the map is complete, I will add an exit elevator. Once you finish the 3rd chamber, the map is done. I would appreciate it if you would record your first playthrough so I can see where I can make improvements. Also, please rate this map what you think it deserves. Known Bugs: Texturing around doors is a bit wacky. Edges of glass lights are buggy.
Black Portals
Black Portals. Put in portal>materials>models>portals. Make those folders if you don't have them.
VerticalChamber v1.00
This is my first Portal 2 map, much more of an experiment than a true map.
interchangement
A short map made in the clean style. It consists out of one test that's supposed to be medium difficulty. Edit: Turns out to be hard. Please tell me what you think about it and report bugs/unintended solutions.
Ion Bridge 1
A small simple map featuring a time based bridge puzzle. Think fast or swim. Changelog: Beta 2 - Added a delay before the second fizzler activates to give both players time to get past it. - Increased the speed of the moving fizzlers - Decreased the timer on the last button - Added GLaDOS
Anglelasers
This room teaches you a new way to handle reflectorcubes. It will be a gate to some more difficult puzzles involving this mechanic. Its purely a mechanic teaching testchamber, so dont expect a devilishiously complex puzzle. (yet)
Bottomless Endeavor
First attempt at mapping anything but generic boxxes. Very much a work in progress, but im interested to see what (if any) feedback I get.
sp_turret_maze v 1.2
A single-player map with turrets, lasers, and a few faith-plates and excursion funnels with a maze twist! I might add on to this map later or modify the puzzles, but for now, this is what I've got. Version 1.2 update: Fixed the player spawn problem